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Values in Play – Interactional Life with the Sims

机译:游戏中的价值观 - 与模拟人生的互动生活

摘要

This study arises from pedagogical discussion about learning potential with computer games – more precisely, that one game genre called open-ended (sandbox) games can make players explore the game content in such a way that they learn about a specific content or phenomenon while playing. These arguments are strong in the constructionist tradition but are seldom backed up by empirical results. This study scrutinizes the social activity of game playwith OESG. Video recordings of 19 play sessions in home environments generated the empirical data. The study comprises 39 players in groups of two or three, aged 10 to 14, as they were playing The Sims or The Sims 2 for one hour. The theoretical tools in the analysis were assembled within a sociocultural perspective on learning and communication, and also by using Vygotsky’s ideas on fantasy and creativity and Goffman’s ideas on social interaction. Drawing from analyses of the video recorded play activities, this study gives anaccount of how meaning and values are negotiated during actual game play. Whereas previous research indicates that this particular game genre might hold progressive potential, insofar as it challenges the players’ prevailing values and norms, this empirical study brings forth a counterargument by showing how the “freedom” in the computer game assists instead in reproducing prevailing values and norms. This is because the players proved to be using their sociocultural experiences – what they already know – as a resource in their interactions. This suggests that the educational potential of games might not be in exploring, but rather in the fact that rule-based activities make participants orientate themselves to specific topics. Hence, open-ended exploration within immersive game worlds might not be an appropriate way to challenge young people’s preconceptions and stereotypes. These findings suggest that if a concept of challenged stereotypes is desired in video games, the design must present more of a contest to prevailing norms, accentuating alternative subject positions.
机译:这项研究源自有关计算机游戏学习潜力的教学讨论-更准确地说,一种称为开放式(沙盒)游戏的游戏类型可以使玩家探索游戏内容,从而他们在玩游戏时了解特定的内容或现象。 。这些论点在建构主义传统中很强,但很少有经验结果的支持。这项研究仔细研究了OESG的游戏社交活动。在家庭环境中播放19个播放会话的视频记录产生了经验数据。这项研究由年龄在10到14岁的两三个或三个小组组成的39位玩家组成,他们在玩《模拟人生》或《模拟人生2》一小时。分析的理论工具是在学习和交流的社会文化视角下组合而成的,同时也使用了维果茨基关于幻想和创造力的思想以及戈夫曼的社会互动思想。通过对视频记录的游戏活动的分析得出的结论,本研究说明了在实际游戏过程中如何协商含义和价值。先前的研究表明,这种特定游戏类型可能具有进步的潜力,但它会挑战玩家的普遍价值观和规范,而这项实证研究则通过展示计算机游戏中的“自由”如何帮助替代再现普遍价值来提出反驳。和规范。这是因为事实证明,参与者将他们已经知道的社会文化经验作为他们互动中的一种资源。这表明游戏的教育潜力可能不是在探索中,而是在基于规则的活动使参与者将自己定向到特定主题这一事实。因此,在沉浸式游戏世界中进行开放式探索可能不是挑战年轻人的成见和成见的适当方法。这些发现表明,如果在视频游戏中需要挑战性刻板印象的概念,则该设计必须提出更多与现行规范的竞赛,以突出替代主题的位置。

著录项

  • 作者

    Peterson Louise;

  • 作者单位
  • 年度 2011
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  • 原文格式 PDF
  • 正文语种 eng
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